Minecraft Multiplayer: GWJ World

Hello, Everyone.

In order to get the right 'atmosphere' for the pagoda, I'd like to take over the lake to the south (between the pagoda and upper folding).

I'm intending to fill it in (getting sand and clay out first), then raising the land to put in terrace farms and water features with a meandering slab path that will continue around the 'back' (the west side) as it heads up to the top of the hillock.

Does this cause a problem for anyone, or is it in poor taste...?

The_Shrike wrote:

In order to get the right 'atmosphere' for the pagoda, I'd like to take over the lake to the south (between the pagoda and upper folding).

I'm intending to fill it in (getting sand and clay out first), then raising the land to put in terrace farms and water features with a meandering slab path that will continue around the 'back' (the west side) as it heads up to the top of the hillock.

Sounds like an upgrade to me! Just make sure you Feng properly to get the Shui in order, or something.

Orphu wrote:

For all your sorting and storing needs:

I may need to build two or three. Hopefully the redstone lag doesn't bother anyone

After all the work into the iron factory... I have yet again came upon an improvement in the design which is quite ingenious imo. However since we are so far along with the current build it shall be placed in my "to do next map" list.

Quintin, if I build a zombie pigmen farm next to the blaze farm, will that adversely affect it in any way? I'd like my farm to sponge activation time off the time people spend using the blaze farm?

Also, does anyone object to major alteration to the remainder of the blaze farm's nether fortress? I'll probably also build a corresponding overworld outpost.

We need to name that fortress. How about 'Nether Fortress Torment'?

Bear in mind that too many mobs spawned can make the game very choppy for players near enough to get mob updates, but they may have no idea why. If someone leaves the skellie spawner on long enough to generate dozens of skellies, I feel it on the surface past the Northlands Station. It's only happened twice, and now that I know what it is, I doesn't bug me.

Just saying that there may - or may not - be unintended effects from being nearby but not immediately apparent. I could be wrong, and am not opposed to the idea, just tossing this out there for what it is worth.

duckilama wrote:

Bear in mind that too many mobs spawned can make the game very choppy for players near enough to get mob updates, but they may have no idea why.

If I design it correctly, my farm should kill its spawns quickly. This won't be an XP grinder -- the blaze farm has that covered. The goal is gold. Oh, I feel my inner dwarf coming out. Ahem.

Gold, gold, gold, gold.
Gold, gold, gold, gold.
Goooooold!
Gold, gold, gold, gold

Oddrune wrote:
duckilama wrote:

Bear in mind that too many mobs spawned can make the game very choppy for players near enough to get mob updates, but they may have no idea why.

If I design it correctly, my farm should kill its spawns quickly. This won't be an XP grinder -- the blaze farm has that covered. The goal is gold. Oh, I feel my inner dwarf coming out. Ahem.

Gold, gold, gold, gold.
Gold, gold, gold, gold.
Goooooold!
Gold, gold, gold, gold

Gotcha. Carry on, then.

Einbjorn wrote:

After all the work into the iron factory... I have yet again came upon an improvement in the design which is quite ingenious imo. However since we are so far along with the current build it shall be placed in my "to do next map" list.

What is it?

Oddrune wrote:

Quintin, if I build a zombie pigmen farm next to the blaze farm, will that adversely affect it in any way? I'd like my farm to sponge activation time off the time people spend using the blaze farm?

Also, does anyone object to major alteration to the remainder of the blaze farm's nether fortress? I'll probably also build a corresponding overworld outpost.

We need to name that fortress. How about 'Nether Fortress Torment'?

What sort of alterations? Nether fortresses are the only places where wither skeletons can spawn. Hopefully there will still be plenty of space where that can happen. As it is there aren't many unlit areas where they do.

LouZiffer wrote:

What sort of alterations? Nether fortresses are the only places where wither skeletons can spawn. Hopefully there will still be plenty of space where that can happen. As it is there aren't many unlit areas where they do.

That's another reason to break this one -- it doesn't have much wither skeleton space. There are some other fortress that would be better for that.

That said, I figured I'd leave an area open which would still get wither, and be a better platform for hunting ghasts.

In my opinion, the fortress would be served by having an access tunnel running to the left of the main walkway, one that's well secured and gives easy access to the blaze grinder. The existing walkways can then be left unlit for wither skeletons to spawn in. People can access them through doors off the access tunnel. I don't see any reason at all to make major modifications to the fortress.

Regardless of whether or not it's ideal for wither skeletons, it's the closest fortress and therefore very convenient.

As for a pigman farm, how does that work exactly? Pigman spawn pretty much anywhere and everywhere.

Well, this didn't take long...

Question for everyone, would there be a demand for a collection of colored sheep for wool? I have the materials to create the dyes and am willing to host the 16 available varieties in Hueco Mundo or put them in New Filgaia Town.

Blondish83 wrote:

Question for everyone, would there be a demand for a collection of colored sheep for wool? I have the materials to create the dyes and am willing to host the 16 available varieties in Hueco Mundo or put them in New Filgaia Town.

There is a secret sheep factory under spawn. Look under the train station.

Quintin_Stone wrote:

As for a pigman farm, how does that work exactly? Pigman spawn pretty much anywhere and everywhere.

Apparently they are drawn to portals, so one makes a ginat wad of portals?

Infernarl wrote:

Apparently they are drawn to portals, so one makes a ginat wad of portals?

No, they aren't attracted to portals in the Nether. In the overworld, they will spawn from Portals.

The MC wiki says: "To construct a farm in the Nether, build platforms for Zombie Pigmen to spawn on, with trapdoors on the edge, and place Slabs on the floors of all surrounding areas (or just fill them in) so Pigmen only spawn on your platforms. You can then use Lava flows to collect the Zombie Pigmen into a central area."

Quintin_Stone wrote:

"You can then use Lava flows to collect the Zombie Pigmen into a central area."

I understand that is how the wiki is written, but I do not believe that lava will push mobs as water does. The piston system similar to you built for the Blaze farm is the only way to move them. Correct me if I am wrong

DocM77 built a decent zombie pig farm called "The Iron Lung"

Blondish83 wrote:

I have questions... what is the project here? I have no idea what is going on here other than a large letter T and I am intrigued.

Oddly straight lines of dirt in the desert.

IMAGE(http://img607.imageshack.us/img607/6079/83476150.png)

It is in the desert so probably just a strip mine.

casamuel wrote:
Quintin_Stone wrote:

"You can then use Lava flows to collect the Zombie Pigmen into a central area."

I understand that is how the wiki is written, but I do not believe that lava will push mobs as water does. The piston system similar to you built for the Blaze farm is the only way to move them. Correct me if I am wrong

Can't say I've ever noticed whether or not lava flow affects them.

I couldn't watch the video. It was unbearably slow. 42 minutes? Learn to edit, please!

Blondish83 wrote:

Question for everyone, would there be a demand for a collection of colored sheep for wool? I have the materials to create the dyes and am willing to host the 16 available varieties in Hueco Mundo or put them in New Filgaia Town.

As Infernarl said, I've got all the colours of sheep in my and DC's place under spawn. Hit the very south end of Ducki's Northlands Express for the main entrance into our place.

Aries wrote:
Blondish83 wrote:

Question for everyone, would there be a demand for a collection of colored sheep for wool? I have the materials to create the dyes and am willing to host the 16 available varieties in Hueco Mundo or put them in New Filgaia Town.

As Infernarl said, I've got all the colours of sheep in my and DC's place under spawn. Hit the very south end of Ducki's Northlands Express for the main entrance into our place.

Sweet; I'll make linking my rail line into the main rail system my next project. I'd like to have visitors on the 5+ minute rail ride.

Blondish83 wrote:

Sweet; I'll make linking my rail line into the main rail system my next project. I'd like to have visitors on the 5+ minute rail ride.

Gosh, you're about as far out as ducky. Where are you going to aim to connect to spawn?

I was thinking of a drop farm. There's a concept video. I obviously won't build above the ceiling bedrock, but there should still be plenty of height for a good sized farm.

I've never built a mob farm before, so there will be some trial and error.

The modifications around the nether fortress mostly mean suppressing other spawn points so that ZP are more likely to spawn in the farm. I don't know whether the heads of Wither Skellies drop only when killed by player/wolf, but if I aim to find out.

Oddrune wrote:

I was thinking of a drop farm. There's a concept video. I obviously won't build above the ceiling bedrock, but there should still be plenty of height for a good sized farm.

I've never built a mob farm before, so there will be some trial and error.

The modifications around the nether fortress mostly mean suppressing other spawn points so that ZP are more likely to spawn in the farm. I don't know whether the heads of Wither Skellies drop only when killed by player/wolf, but if I aim to find out.

If not killed by a player:

ZPs will drop nuggets and rotten flesh.
Wither skeletons will drop coal and bones.

No rare drops (gold bars, armor, weapons, skulls) will drop from either.

Suppressing other spawn points for zombie pigmen means either filling entire chunks completely with blocks or laying down glass (or other transparent block) everywhere on the ground. Or building in an area with no solid land: i.e. over a very large ocean of lava. Torches won't prevent zombie pigmen form spawning.

This concept kind of relies on being above and outside the nether, so mobs won't spawn outside of the farm.

LouZiffer wrote:

If not killed by a player:

ZPs will drop nuggets and rotten flesh.
Wither skeletons will drop coal and bones.

No rare drops (gold bars, armor, weapons, skulls) will drop from either.

I had a feeling that would be the case. Still, the nuggets are worthwhile.

Quintin_Stone wrote:

Suppressing other spawn points for zombie pigmen means either filling entire chunks completely with blocks or laying down glass (or other transparent block) everywhere on the ground. Or building in an area with no solid land: i.e. over a very large ocean of lava. Torches won't prevent zombie pigmen form spawning.

This concept kind of relies on being above and outside the nether, so mobs won't spawn outside of the farm.

Yup. On the other hand, the farm also relies on someone being present to activate it, hence the attraction of building near the blaze spawner, despite needing to pave part of the world with half slabs.

Are half slabs prophylactic?

Well it's the paving a huge area with glass and half slabs that makes me feel it shouldn't be near the fortress or the blaze grinder or any other currently-well populated area.

Quintin_Stone wrote:

Well it's the paving a huge area with glass and half slabs that makes me feel it shouldn't be near the fortress or the blaze grinder or any other currently-well populated area.

Why? If I leave the top part -- the wither skeleton part -- alone, what difference does it make?